<!--
	Example UnitInfo for reference when editing XML/Units/CIV4UnitInfos.xml
-->
<UnitInfo>
	<Class>UNITCLASS_EXAMPLE</Class>
	<Type>UNIT_EXAMPLE</Type>
	<UniqueNames>
		<UniqueName>TXT_KEY_UNIT_EXAMPLE_1</UniqueName>
		<UniqueName>TXT_KEY_UNIT_EXAMPLE_2</UniqueName>
	</UniqueNames>
	<Special>NONE</Special>
	<Capture>EQUIPMENTCLASS_EXAMPLE</Capture>
	<Combat>NONE</Combat>
	<Domain>DOMAIN_IMMOBILE</Domain>
	<DefaultUnitAI>UNITAI_UNKNOWN</DefaultUnitAI>
	<Invisible>NONE</Invisible>
	<SeeInvisible>NONE</SeeInvisible>
	<Description>TXT_KEY_UNIT_EXAMPLE</Description>
	<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
	<Strategy></Strategy>
	<Advisor>ADVISOR_MILITARY</Advisor>
	<bAnimal>0</bAnimal>
	<bFood>0</bFood>
	<bNoBadGoodies>0</bNoBadGoodies>
	<bOnlyDefensive>0</bOnlyDefensive>
	<bNoCapture>0</bNoCapture>
	<bQuickCombat>1</bQuickCombat>
	<bRivalTerritory>0</bRivalTerritory>
	<bMilitaryHappiness>0</bMilitaryHappiness>
	<bMilitarySupport>0</bMilitarySupport>
	<bMilitaryProduction>0</bMilitaryProduction>
	<bPillage>0</bPillage>
	<bSpy>0</bSpy>
	<bSabotage>0</bSabotage>
	<bDestroy>0</bDestroy>
	<bStealPlans>0</bStealPlans>
	<bInvestigate>0</bInvestigate>
	<bCounterSpy>0</bCounterSpy>
	<bFound>0</bFound>
	<bGoldenAge>0</bGoldenAge>
	<bInvisible>0</bInvisible>
	<bFirstStrikeImmune>0</bFirstStrikeImmune>
	<bNoDefensiveBonus>0</bNoDefensiveBonus>
	<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
	<bCanMoveImpassable>0</bCanMoveImpassable>
	<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
	<bFlatMovementCost>0</bFlatMovementCost>
	<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
	<bNukeImmune>0</bNukeImmune>
	<bPrereqBonuses>0</bPrereqBonuses>
	<bPrereqReligion>0</bPrereqReligion>
	<bMechanized>1</bMechanized>
	<bSuicide>0</bSuicide>
	<bHiddenNationality>0</bHiddenNationality>
	<bAlwaysHostile>0</bAlwaysHostile>
	<UnitClassUpgrades>
		<UnitClassUpgrade>
			<UnitClassUpgradeType>UNITCLASS_WARRIOR</UnitClassUpgradeType>
			<bUnitClassUpgrade>1</bUnitClassUpgrade>
		</UnitClassUpgrade>
	</UnitClassUpgrades>
	<UnitClassTargets>
	</UnitClassTargets>
	<UnitCombatTargets>
		<UnitCombatTarget>
			<UnitCombatTargetType>UNITCOMBAT_MOUNTED</UnitCombatTargetType>
			<bUnitCombatTarget>1</bUnitCombatTarget>
		</UnitCombatTarget>
	</UnitCombatTargets>
	<UnitClassDefenders>
	</UnitClassDefenders>
	<UnitCombatDefenders>
	</UnitCombatDefenders>
	<FlankingStrikes>
		<FlankingStrike>
			<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
			<iFlankingStrength>100</iFlankingStrength>
		</FlankingStrike>
	</FlankingStrikes>
	<UnitAIs>
		<UnitAI>
			<UnitAIType>UNITAI_UNKNOWN</UnitAIType>
			<bUnitAI>1</bUnitAI>
		</UnitAI>
	</UnitAIs>
	<NotUnitAIs>
		<UnitAI>
			<UnitAIType>UNITAI_WORKER</UnitAIType>
			<bUnitAI>1</bUnitAI>
		</UnitAI>
	</NotUnitAIs>
	<Builds>
		<Build>
			<BuildType>BUILD_MANA_AIR</BuildType>
			<bBuild>1</bBuild>
		</Build>
	</Builds>
	<ReligionSpreads>
		<ReligionSpread>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<iReligionSpread>40</iReligionSpread>
		</ReligionSpread>
	</ReligionSpreads>
	<CorporationSpreads>
		<CorporationSpread>
			<CorporationType>CORPORATION_1</CorporationType>
			<iCorporationSpread>40</iCorporationSpread>
		</CorporationSpread>
	</CorporationSpreads>
	<GreatPeoples>
		<GreatPeople>
			<GreatPeopleType>SPECIALIST_GREAT_ENGINEER</GreatPeopleType>
			<bGreatPeople>1</bGreatPeople>
		</GreatPeople>
	</GreatPeoples>
	<Buildings>
		<Building>
			<BuildingType>BUILDING_DANCING_BEAR</BuildingType>
			<bBuilding>1</bBuilding>
		</Building>
	</Buildings>
	<ForceBuildings>
		<ForceBuilding>
			<BuildingType>BUILDING_COMMAND_POST</BuildingType>
			<bForceBuilding>1</bForceBuilding>
		</ForceBuilding>
	</ForceBuildings>
	<HolyCity>NONE</HolyCity>
	<ReligionType>NONE</ReligionType>
	<StateReligion>NONE</StateReligion>
	<PrereqReligion>NONE</PrereqReligion>
	<PrereqCorporation>NONE</PrereqCorporation>
	<PrereqBuilding>NONE</PrereqBuilding>
	<PrereqTech>NONE</PrereqTech>
	<TechTypes>
		<PrereqTech>TECH_ARCHERY</PrereqTech>
	</TechTypes>
	<BonusType>NONE</BonusType>
	<PrereqBonuses>
		<BonusType>BONUS_HORSE</BonusType>
		<BonusType>BONUS_NIGHTMARE</BonusType>
	</PrereqBonuses>
	<ProductionTraits>
		<ProductionTrait>
			<ProductionTraitType>TRAIT_EXPANSIVE</ProductionTraitType>
			<iProductionTrait>100</iProductionTrait>
		</ProductionTrait>
	</ProductionTraits>
	<Flavors>
		<Flavor>
			<FlavorType>FLAVOR_GROWTH</FlavorType>
			<iFlavor>2</iFlavor>
		</Flavor>
	</Flavors>
	<iAIWeight>0</iAIWeight>
	<iCost>-1</iCost>
	<iHurryCostModifier>0</iHurryCostModifier>
	<iAdvancedStartCost>-1</iAdvancedStartCost>
	<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
	<iMinAreaSize>-1</iMinAreaSize>
	<iMoves>0</iMoves>
	<bNoRevealMap>0</bNoRevealMap>
	<iAirRange>0</iAirRange>
	<iAirUnitCap>0</iAirUnitCap>
	<iDropRange>0</iDropRange>
	<iNukeRange>-1</iNukeRange>
	<iWorkRate>0</iWorkRate>
	<iBaseDiscover>0</iBaseDiscover>
	<iDiscoverMultiplier>0</iDiscoverMultiplier>
	<iBaseHurry>0</iBaseHurry>
	<iHurryMultiplier>0</iHurryMultiplier>
	<iBaseTrade>0</iBaseTrade>
	<iTradeMultiplier>0</iTradeMultiplier>
	<iGreatWorkCulture>0</iGreatWorkCulture>
	<iEspionagePoints>0</iEspionagePoints>
	<TerrainImpassables>
		<TerrainImpassable>
			<TerrainType>TERRAIN_DESERT</TerrainType>
			<bTerrainImpassable>1</bTerrainImpassable>
		</TerrainImpassable>
	</TerrainImpassables>
	<FeatureImpassables>
	</FeatureImpassables>
	<TerrainPassableTechs>
		<TerrainPassableTech>
			<TerrainType>TERRAIN_DESERT</TerrainType>
				<PassableTech>TECH_OPTICS</PassableTech>
			</TerrainPassableTech>
		</TerrainPassableTechs>
	</TerrainPassableTechs>
	<FeaturePassableTechs>
	</FeaturePassableTechs>
	<iCombat>0</iCombat>
	<iCombatLimit>100</iCombatLimit>
	<iAirCombat>0</iAirCombat>
	<iAirCombatLimit>0</iAirCombatLimit>
	<iXPValueAttack>0</iXPValueAttack>
	<iXPValueDefense>0</iXPValueDefense>
	<iFirstStrikes>0</iFirstStrikes>
	<iChanceFirstStrikes>0</iChanceFirstStrikes>
	<iInterceptionProbability>0</iInterceptionProbability>
	<iEvasionProbability>0</iEvasionProbability>
	<iWithdrawalProb>0</iWithdrawalProb>
	<iCollateralDamage>0</iCollateralDamage>
	<iCollateralDamageLimit>0</iCollateralDamageLimit>
	<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
	<iCityAttack>0</iCityAttack>
	<iCityDefense>0</iCityDefense>
	<iAnimalCombat>0</iAnimalCombat>
	<iHillsAttack>0</iHillsAttack>
	<iHillsDefense>0</iHillsDefense>
	<TerrainNatives>
		<TerrainNative>
			<TerrainType>TERRAIN_GRASS</TerrainType>
			<bTerrainNative>1</bTerrainNative>
		</TerrainNative>
		<TerrainNative>
			<TerrainType>TERRAIN_PLAINS</TerrainType>
			<bTerrainNative>1</bTerrainNative>
		</TerrainNative>
	</TerrainNatives>
	<FeatureNatives>
		<FeatureNative>
			<FeatureType>FEATURE_JUNGLE</FeatureType>
			<bFeatureNative>1</bFeatureNative>
		</FeatureNative>
	</FeatureNatives>
	<TerrainAttacks>
		<TerrainAttack>
			<TerrainType>TERRAIN_TUNDRA</TerrainType>
			<iTerrainAttack>25</iTerrainAttack>
		</TerrainAttack>
	</TerrainAttacks>
	<TerrainDefenses>
		<TerrainDefense>
			<TerrainType>TERRAIN_TUNDRA</TerrainType>
			<iTerrainDefense>25</iTerrainDefense>
		</TerrainDefense>
	</TerrainDefenses>
	<FeatureAttacks>
		<FeatureAttack>
			<FeatureType>FEATURE_FOREST</FeatureType>
			<iFeatureAttack>50</iFeatureAttack>
		</FeatureAttack>
	</FeatureAttacks>
	<FeatureDefenses>
		<FeatureDefense>
			<FeatureType>FEATURE_FOREST</FeatureType>
			<iFeatureDefense>50</iFeatureDefense>
		</FeatureDefense>
	</FeatureDefenses>
	<UnitClassAttackMods>
		<UnitClassAttackMod>
			<UnitClassType>UNITCLASS_PALADIN</UnitClassType>
			<iUnitClassMod>25</iUnitClassMod>
		</UnitClassAttackMod>
	</UnitClassAttackMods>
	<UnitClassDefenseMods>
		<UnitClassDefenseMod>
			<UnitClassType>UNITCLASS_PALADIN</UnitClassType>
			<iUnitClassMod>25</iUnitClassMod>
		</UnitClassDefenseMod>
	</UnitClassDefenseMods>
	<UnitCombatMods>
		<UnitCombatMod>
			<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
			<iUnitCombatMod>25</iUnitCombatMod>
		</UnitCombatMod>
	</UnitCombatMods>
	<UnitCombatCollateralImmunes>
		<UnitCombatCollateralImmune>
			<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
			<iUnitCombatCollateralImmune>25</iUnitCombatCollateralImmune>
		</UnitCombatCollateralImmune>
	</UnitCombatCollateralImmunes>
	<DomainMods>
		<DomainMod>
			<DomainType>DOMAIN_SEA</DomainType>
			<iDomainMod>25</iDomainMod>
		</DomainMod>
	</DomainMods>
	<BonusProductionModifiers>
		<BonusProductionModifier>
			<BonusType>BONUS_MARBLE</BonusType>
			<iProductonModifier>25</iProductonModifier>
		</BonusProductionModifier>
	</BonusProductionModifiers>
	<iBombRate>0</iBombRate>
	<iBombardRate>0</iBombardRate>
	<SpecialCargo>NONE</SpecialCargo>
	<DomainCargo>NONE</DomainCargo>
	<iCargo>0</iCargo>
	<iConscription>0</iConscription>
	<iCultureGarrison>0</iCultureGarrison>
	<iExtraCost>0</iExtraCost>
	<iAsset>0</iAsset>
	<iPower>0</iPower>
	<UnitMeshGroups>
		<iGroupSize>1</iGroupSize>
		<fMaxSpeed>1.75</fMaxSpeed>
		<fPadTime>1</fPadTime>
		<iMeleeWaveSize>1</iMeleeWaveSize>
		<iRangedWaveSize>0</iRangedWaveSize>
		<UnitMeshGroup>
			<iRequired>1</iRequired>
			<EarlyArtDefineTag>ART_DEF_UNIT_EXAMPLE</EarlyArtDefineTag>
		</UnitMeshGroup>
	</UnitMeshGroups>
	<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
	<HotKey></HotKey>
	<bAltDown>0</bAltDown>
	<bShiftDown>0</bShiftDown>
	<bCtrlDown>0</bCtrlDown>
	<bGraphicalOnly>1</bGraphicalOnly>
	<iHotKeyPriority>0</iHotKeyPriority>
	<FreePromotions>
		<FreePromotion>
			<PromotionType>PROMOTION_DEFENSIVE</PromotionType>
			<bFreePromotion>1</bFreePromotion>
		</FreePromotion>
	</FreePromotions>
	<LeaderPromotion>NONE</LeaderPromotion>
	<iLeaderExperience>0</iLeaderExperience>
	<bAbandon>0</bAbandon>
	<bAutoRaze>0</bAutoRaze>
	<bObject>0</bObject>
	<bDisableUpgradeTo>1</bDisableUpgradeTo>
	<bExplodeInCombat>0</bExplodeInCombat>
	<bFreeXP>0</bFreeXP>
	<bImmortal>0</bImmortal>
	<bImmuneToDefensiveStrike>0</bImmuneToDefensiveStrike>
	<bNeverObsolete>0</bNeverObsolete>
	<bNoWarWeariness>0</bNoWarWeariness>
	<iCombatDefense>1</iCombatDefense>
	<iDefensiveStrikeChance>0</iDefensiveStrikeChance>
	<iDefensiveStrikeDamage>0</iDefensiveStrikeDamage>
	<iDurationFromCombat>0</iDurationFromCombat>
	<iEnslavementChance>0</iEnslavementChance>
	<iFreePromotionPick>0</iFreePromotionPick>
	<iGoldFromCombat>0</iGoldFromCombat>
	<iMinLevel>2</iMinLevel>
	<iMiscastChance>0</iMiscastChance> <!-- Unused in MNAI -->
	<iModifyGlobalCounter>0</iModifyGlobalCounter>
	<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
	<iTier>1</iTier>
	<iWeaponTier>2</iWeaponTier>
	<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
	<DiploVoteType>DIPLOVOTE_OVERCOUNCIL</DiploVoteType>
	<EquipmentPromotion>PROMOTION_TEST</EquipmentPromotion>
	<PrereqAlignment>ALIGNMENT_GOOD</PrereqAlignment>
	<PrereqBuildingClass>BUILDINGCLASS_MAGE_GUILD</PrereqBuildingClass>
	<PrereqCiv>CIVILIZATION_AMURITE</PrereqCiv>
	<PrereqCivic>CIVIC_ARISTOCRACY</PrereqCivic>
	<PromotionFromCombat>PROMOTION_IMMORTAL</PromotionFromCombat>
	<Image>Art/Interface/Popups/Example.dds</Image>
	<UnitConvertFromCombat>UNIT_WEREWOLF</UnitConvertFromCombat>
	<iUnitConvertFromCombatChance>100</iUnitConvertFromCombatChance>
	<UnitCreateFromCombat>UNIT_RAVENOUS_WEREWOLF</UnitCreateFromCombat>
	<iUnitCreateFromCombatChance>15</iUnitCreateFromCombatChance>
	<UpgradeCiv>CIVILIZATION_CLAN_OF_EMBERS</UpgradeCiv>
	<bCanMoveLimitedBorders>1</bCanMoveLimitedBorders>
	<PythonPostCombatLost>postCombatExampleLost(pCaster,pOpponent)</PythonPostCombatLost>
	<PythonPostCombatWon>postCombatExampleWon(pCaster,pOpponent)</PythonPostCombatWon>
	<DamageTypeCombats>
		<DamageTypeCombat>
			<DamageType>DAMAGE_HOLY</DamageType>
			<iCombat>3</iCombat>
		</DamageTypeCombat>
	</DamageTypeCombats>
	<BonusAffinities>
		<BonusAffinity>
			<BonusType>BONUS_MANA_SUN</BonusType>
			<iAffinity>2</iAffinity>
		</BonusAffinity>
	</BonusAffinities>
	<iOrderPriority>0</iOrderPriority>
</UnitInfo>
